Z-order problem with alpha terrain
Blitz3D Forums/Blitz3D Programming/Z-order problem with alpha terrain
| ||
Hi, I'm having a problem with a terrain editor I've been messing around with. I'm trying to use vertex alpha blending to make a smooth transition from one texture to another by having a different surface for each texture and fading them in and out. To do this I have to enable EntityFX 32 for all the terrain meshes (my terrain is made up of many different meshes tiled together) which causes z-order problems. I've heard of people using a bottom surface that's just all white or some solid color to fix this problem but I've tried that and it doesn't seem to work. Any suggestions? |
| ||
make the base layer +2 not 32+2 Ie: ---ALPHA+color ---ALPHA+color ---ALPHA+color ---ALPHA+color ---Color only Also, the order you create the surfaces matters as well (assuming you are using a multi surf mesh) |
| ||
Thanks for the reply, but I can't seem to find a way to apply different effects to different surfaces. Should I use BrushFX? Because when I do EntityFX 32+2 it just applies to the whole mesh. Thanks ahead of time. |
| ||
Yes, use BrushFx and paintsurface. |
| ||
Thanks for the advice it works nicely. Just out of curiosity, though, is there a more efficient way of fixing this problem without adding a whole extra surface? It seems kind off unoptimized to use a whole extra surface just for this purpose. |
| ||
Not on the base layer as it always needs to be solid, but for the others, when creating the end result, you can copy the mesh vertex data to a new createmesh() mesh, with the exception of any triangles where all 3 verts are <0.01 alpha (as theres no point in them being there). |
| ||
Thanks for all the help. |